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Combat API

This page is generated from a recorded Java binding inventory. Supported means an official script uses the member; it does not mean the member has passed focused and live acceptance testing.

MemberStabilityVerificationAI-runnableOfficial usePurpose
attackSupportedboundNoYesSingle attack
blacklistExperimentalboundNoNoIgnore entity for duration
can_attackSupportedboundNoYesCheck if attack cooldown is ready
clear_camera_lockSupportedboundNoYesRelease camera lock
distance_toExperimentalboundNoNoEuclidean distance to entity
engageSupportedboundNoYesSingle-target combat (Lua provides entity)
find_bossExperimentalboundNoNoFind Boss
find_targetExperimentalboundNoNoFind Target
get_targetsExperimentalboundNoNoGet entities within distance
has_losExperimentalboundNoNoCheck LOS to entity (lenient, any ray)
has_los_strictExperimentalboundNoNoStrict LOS (3+ rays must pass)
has_targetExperimentalboundNoNoCheck if we have a valid target
huntExperimentalboundNoNoHunt mode
in_rangeSupportedboundNoYesCheck if entity is in attack range
is_activeExperimentalboundNoNoCheck if combat is running
is_aliveExperimentalboundNoNoCheck if entity exists and has health > 0
is_async_activeExperimentalboundNoNoCheck if async combat is running
is_blacklistedExperimentalboundNoNoCheck if entity is blacklisted
is_pursuingExperimentalboundNoNoCheck if pursuing
is_validExperimentalboundNoNoCheck if entity is still valid
pursueSupportedboundNoYesStart non-blocking pursuit
pursue_stopSupportedboundNoYesStop pursuit
pursuit_distanceExperimentalboundNoNoGet distance to target
pursuit_tickSupportedboundNoYesUpdate pursuit (call every frame)
set_behaviorSupportedboundNoYesSet movement behavior
set_camera_lockSupportedboundNoYesLock camera on target
set_kite_rangeExperimentalboundNoNoConfigure kiting distances
set_targetExperimentalboundNoNoSet current target for async combat Entity table should have: {x, y, z, type, name, id} from get_nearby_entities
startSupportedboundNoYesStart
start_asyncExperimentalboundNoNocall tick() every frame
stopSupportedboundNoYesStop combat
stop_asyncExperimentalboundNoNoStop async combat and release camera
swingSupportedboundNoYesSwing weapon (single attack)